In my mind, there's more of a built-in threat slider than a "clock" in the game in terms of how much wealth you generate over time, and how much you buy from caravans, because you have a degree of control over those things. If you're not ready for "big threat," you can take care not to generate too much wealth as you make your preparations for big threat, e.g. by using low-value materials or sticking to utilitarian items or the like, and also not to export too much valuable stuff. This lets you tell the game to some extent how much threat you think would be fun or exciting or whatnot at that time. To me this system is already really really elegant, one of my favorite in any game really [...]. It also feels sort of like cool RP to me to do—laying low and building in secret, or being brash and confident and showy, make lots of fancy art and having a rowdy tavern and so on.
Interesting. I never thought of DF in quite that way before.
How should this interact with embark location, if at all?
Glad you thought it was interesting.
At the moment, it has a degree of interaction with embark location already, because some embarks are very resource-poor compared to others, which pushes you to do things that will expose you more earlier. If you don't have much resources available to you at the start, you have some motivation to make valuable trade goods and to trade as much away to the caravans as you can so that they'll bring large quantities of whatever it is you're missing, but of course that can bring unwanted attention to you from the surface as well, so you have to be strategic about what you buy and how you use it. Of course, if what you need is something like iron, you might actually
want to attract surface threat, so then the question becomes how quickly you can build up your surface defenses with careful use of the caravans, which is its own interesting problem. In other cases like wood, the alternative to trade might be to open the caverns early, but naturally that has its own risks. All of this can make for interesting play in the early game if you want these kinds of challenges, but you can also sidestep all of it by doing a large embark in a relaxed, resource-rich biome, as the quickstart guide understandably points new players towards.
One thing I do think dilutes the variation between embarks a bit for this kind of gameplay is how valuable prepared food is. Once you really get food production going, you end up generating a ton of wealth just by cooking which you're forced to do to keep the dwarves alive, and it's easy to get everything you need from caravans by selling prepared food stacks, so by the time you're not worried about your food supply anymore the early game is basically over. I think the player might feel more involved in the transition from early- to mid-game if prepared food wasn't worth so much; you would have more latitude in when you decided to make high-value goods, and you would have to make a more deliberate decision in what sorts of goods you wanted to go for, too.
In general too, to some extent I feel like the "less resources leads to more threat sooner" aspect of the gameplay could be brought out more strongly. Even in a very resource-starved biome, I don't feel like it's
that hard to get what you need; there's always the caverns and the magma to lean on and they make up for almost everything. I'm trying a 1x3 embark in scorching, treeless badlands right now and I've got a well-established fort without having to think outside the box all that much; obviously I could go to even further extremes biome-wise but I was expecting this to be more of a brain-twister in terms of resources. Maybe next time I'll try an embark without much rock. In any case I think it would be neat if going off the beaten path felt more unusual on average biome-wise, like in terms of how you found yourself coping with the challenges of the environment.
I also think farming is vastly over-powered. To be harder/more realistic, it should take more than 3 farmers to feed an entire fort.
On the other hand, I do feel like keeping the fort fed is just the beginning. If you want your dwarves to
enjoy the food and drink, you're then on a quest to supply the widest possible variety of both, which I feel like is a fun running thread to have winding through the gameplay. I like seeing all the different wacky foods they make too.
So if you're embark close to a dragon, a cyclops and a necromancer that wants to rampage, then all hell can break loose right at the beginning of the fort.
I think this is already true to some extent today at least regarding necromancers; I tried embarking very close to a necromancer tower recently and was attacked sometime in the first season or two I think (I don't quite recall but it felt very early).
My reason for preferring that is I love the idea of a fort just being part of the generated world with no special advantages or anything. The game should IMO not have a difficulty level as such - it should just be like, if you pick remote, safe site with no neighbours, then you might be out of harm's way and never get attacked. If you pick a site in the middle of mayhem, you should be attacked constantly.
I really like that there's inpredictibility to it - that when you pick a site, you can't know if there's a bunch of monster lairs around it. This to me is just realistic and cool and I think it would just be fun if you got attacked by some megabeats when you're just 7 dwarves in the fort.
To me there are certain downsides to this as I elaborated on in my first post; at the furthest extreme it ends up limiting your control over how exposed you are only to where you embark, which I think is a rather coarse and static-feeling amount of control to give the player. I think it's nice if you also have some control over this in terms of what you do after you embark, just because adds more possible depth and variety to the gameplay. I think DF really shines as a "dwarven tales generator," and anything that lets the player have a bit of influence here and there to nudge the story in certain directions enhances the game's ability to play elegantly along with what the player has in mind.
Of course, if you embark in obviously hostile territory, I think it would make sense if you had somewhat less capacity to "lay low" at first, like if the point at which you start getting noticed is set lower. Then if you wanted to stay out of sight in the early game you would have to be
really stealthy, which might involve avoiding a lot of what you would normally do when you start up a fort for some time or finding clever workarounds for things that would ordinarily attract threat. The current rhythm of the game, with the once-a-year outpost liason and the regular caravans and migrants waves and so on, kind of undercuts this idea, so maybe the game could support this kind of gameplay more elaborately in theory.
So I think it should be like, there's different kinds of attacks:
- some attacks you get simply because there's dwarves to kill and eat there, they only depend on location.
- some attacks are for money, so the likelihood of them should depend on traded wealth or on fort value*
- some attacks are because of poitics, say if your civ is a war with some other civ. I guess goblins also invade sites because they want to take over the world, I don't see why they would not like to conquer a small fort just to grab it and bathe the world in chaos.
*I find it fair that visitors would realize roughly how rich the fort is based on tavern talk and then spread the rumour, so I find it fair enough that the goblins know how wealthy you are, also if you don't trade much.
I like this line of thought. In some ways it's already like this of course, but I agree that the idea of "what's motivating the attackers" could be brought out more strongly. It would be more obvious how to model what the player could do to hide out this way too; you could consider what the surrounding threats were and then try to figure out why they might want to come after you, and either try to avoid doing those things to stay safe or do them on purpose to bring on the threat, depending on what you thought would be more interesting. Maybe you could even send out scouts or your own spies to try to discover more about the surrounding territory. Right now you find out some things from the outpost liason and such, but if your site is far away from the rest of your civ in hostile territory, there's no reason why the mountainhomes would have all that much of an idea what's happening around your fort. I mean, maybe you
are the main scouting party—maybe that's why your starting dwarves set out. It would be neat if the game would let you RP around stuff like this more I think.
I don't think there should be something as crude as a "difficulty slider."
I think a "threat slider" is a bit different from a "difficulty slider." Increased threat will make the game harder for someone who's trying to play with peace in mind, but easier for someone who wants conflict. The reason I think it's nice to have a threat slider in the settings is in case the player wants to decouple the embark environs from the amount of exposure they're under, either to suite their playstyle or so they can play out certain scenarios. As a rather simplistic example, maybe you want to play out a "Siege-of-Gondor"-type story; you could build up an elaborate war fort with the threat level set to nothing, then dial it up to maximum once your "set" was built and watch the tale unfold. You might also just feel, as you're playing, "I could use a bit of excitement just now," and some players would appreciate the ability to just nudge the threat up a few notches if they felt that way. If you don't want to use it, of course, you don't have to; obviously there are more naturalistic, "in-game" ways of controlling the threat level, and maybe the game could use more of that than it has today too.